Move the transform and lighting code to two new directories
math: Provides basic matrix and vector functionality that might be useful to multiple software t&l implementations, and is used by core mesa to manage the Model, Project, etc matrices. tnl: The real transform & lighting code from core mesa, including everything from glVertex3f through vertex buffer handling, transformation, clipping, lighting and handoff to a driver for rasterization. The interfaces of these can be further tightened up, but the basic splitting up of state and code move is done.
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src/mesa/math/m_clip_tmp.h
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175
src/mesa/math/m_clip_tmp.h
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/* $Id: m_clip_tmp.h,v 1.1 2000/11/16 21:05:41 keithw Exp $ */
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/*
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* Mesa 3-D graphics library
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* Version: 3.1
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*
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* Copyright (C) 1999 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* New (3.1) transformation code written by Keith Whitwell.
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*/
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/* KW: a clever asm implementation would nestle integer versions
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* of the outcode calculation underneath the division. Gcc won't
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* do this, strangely enough, so I only do the divide in
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* the case where the cliptest passes. This isn't essential,
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* and an asm implementation needn't replicate that behaviour.
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*/
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static GLvector4f * _XFORMAPI TAG(cliptest_points4)( GLvector4f *clip_vec,
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GLvector4f *proj_vec,
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GLubyte clipMask[],
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GLubyte *orMask,
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GLubyte *andMask )
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{
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const GLuint stride = clip_vec->stride;
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const GLfloat *from = (GLfloat *)clip_vec->start;
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const GLuint count = clip_vec->count;
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GLuint c = 0;
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GLfloat (*vProj)[4] = (GLfloat (*)[4])proj_vec->start;
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GLubyte tmpAndMask = *andMask;
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GLubyte tmpOrMask = *orMask;
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GLuint i;
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STRIDE_LOOP {
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const GLfloat cx = from[0];
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const GLfloat cy = from[1];
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const GLfloat cz = from[2];
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const GLfloat cw = from[3];
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#if defined(macintosh)
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/* on powerpc cliptest is 17% faster in this way. */
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GLuint mask;
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mask = (((cw < cx) << CLIP_RIGHT_SHIFT));
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mask |= (((cw < -cx) << CLIP_LEFT_SHIFT));
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mask |= (((cw < cy) << CLIP_TOP_SHIFT));
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mask |= (((cw < -cy) << CLIP_BOTTOM_SHIFT));
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mask |= (((cw < cz) << CLIP_FAR_SHIFT));
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mask |= (((cw < -cz) << CLIP_NEAR_SHIFT));
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#else /* !defined(macintosh)) */
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GLubyte mask = 0;
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if (-cx + cw < 0) mask |= CLIP_RIGHT_BIT;
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if ( cx + cw < 0) mask |= CLIP_LEFT_BIT;
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if (-cy + cw < 0) mask |= CLIP_TOP_BIT;
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if ( cy + cw < 0) mask |= CLIP_BOTTOM_BIT;
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if (-cz + cw < 0) mask |= CLIP_FAR_BIT;
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if ( cz + cw < 0) mask |= CLIP_NEAR_BIT;
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#endif /* defined(macintosh) */
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clipMask[i] = mask;
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if (mask) {
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c++;
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tmpAndMask &= mask;
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tmpOrMask |= mask;
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vProj[i][0] = 0; /* no longer required? */
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vProj[i][1] = 0;
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vProj[i][2] = 0;
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vProj[i][3] = 1;
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} else {
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GLfloat oow = 1.0F / cw;
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vProj[i][3] = oow;
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vProj[i][0] = cx * oow;
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vProj[i][1] = cy * oow;
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vProj[i][2] = cz * oow;
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}
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}
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*orMask = tmpOrMask;
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*andMask = (GLubyte) (c < count ? 0 : tmpAndMask);
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proj_vec->flags |= VEC_SIZE_4;
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proj_vec->size = 3;
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proj_vec->count = clip_vec->count;
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return proj_vec;
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}
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static GLvector4f * _XFORMAPI TAG(cliptest_points3)( GLvector4f *clip_vec,
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GLvector4f *proj_vec,
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GLubyte clipMask[],
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GLubyte *orMask,
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GLubyte *andMask )
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{
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const GLuint stride = clip_vec->stride;
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const GLuint count = clip_vec->count;
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const GLfloat *from = (GLfloat *)clip_vec->start;
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GLubyte tmpOrMask = *orMask;
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GLubyte tmpAndMask = *andMask;
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GLuint i;
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STRIDE_LOOP {
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const GLfloat cx = from[0], cy = from[1], cz = from[2];
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GLubyte mask = 0;
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if (cx > 1.0) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT;
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if (cz > 1.0) mask |= CLIP_FAR_BIT;
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else if (cz < -1.0) mask |= CLIP_NEAR_BIT;
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clipMask[i] = mask;
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tmpOrMask |= mask;
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tmpAndMask &= mask;
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}
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gl_vector4f_clean_elem(proj_vec, count, 3);
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*orMask = tmpOrMask;
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*andMask = tmpAndMask;
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return clip_vec;
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}
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static GLvector4f * _XFORMAPI TAG(cliptest_points2)( GLvector4f *clip_vec,
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GLvector4f *proj_vec,
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GLubyte clipMask[],
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GLubyte *orMask,
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GLubyte *andMask )
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{
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const GLuint stride = clip_vec->stride;
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const GLuint count = clip_vec->count;
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const GLfloat *from = (GLfloat *)clip_vec->start;
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GLubyte tmpOrMask = *orMask;
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GLubyte tmpAndMask = *andMask;
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GLuint i;
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STRIDE_LOOP {
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const GLfloat cx = from[0], cy = from[1];
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GLubyte mask = 0;
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if (cx > 1.0) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT;
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clipMask[i] = mask;
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tmpOrMask |= mask;
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tmpAndMask &= mask;
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}
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gl_vector4f_clean_elem(proj_vec, count, 3);
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*orMask = tmpOrMask;
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*andMask = tmpAndMask;
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return clip_vec;
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}
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static void TAG(init_c_cliptest)( void )
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{
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gl_clip_tab[4] = TAG(cliptest_points4);
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gl_clip_tab[3] = TAG(cliptest_points3);
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gl_clip_tab[2] = TAG(cliptest_points2);
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}
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